Flora

Trees and plants are the living landscape of your settlement. They grow through stages, develop beauty that inspires elves, and the oldest among them can become notable landmarks -- named trees with histories and the power to form deep bonds with individual elves. The flora system generates 19 procedural species across 8 families at world creation, each with unique aesthetic properties that interact with your elves' cultural values.

Overview

Flora operates on three layers that connect the natural world to elf culture:

  • Notable flora -- trees that earn names and histories through age, hardship, or community significance. Notable trees become landmarks that elves bond with (see Tree Bonds).
  • Species preference -- elves develop affinities for specific tree species through exposure, which amplifies their nature inspiration when near preferred species.
  • Flora beauty -- each tree contributes beauty to its surroundings based on species, season, time of day, and how well the tree's aesthetic aligns with a nearby elf's cultural values.

Notable Flora

How Promotion Works

A tree becomes notable when it meets any one of these criteria:

CriterionDetails
Ancient growth stageThe tree has reached the Ancient stage through natural growth
Drought survivalThe tree's moisture reached 0 while at Mature stage or older
Beloved gathering place3 or more elves have a Favorite Place on the tree's tile

When a tree is promoted, it receives a unique name and begins tracking its history. A TreeBecameNotable event appears in the event log with the tree's name and the reason for promotion.

Source: crates/er-sim/src/sim/flora_systems.rs, flora_notable_system.

Names and History

Notable trees are named in the format "The [Adjective] [Species] of [Zone]" -- for example, "The Whispering Silverbell of the Eastern Glade." The adjective is drawn from a pool of 10:

Great, Elder, Whispering, Ancient, Silver, Twilight, Starlit, Hollow, Sentinel, Mossy

Each notable tree maintains a TreeHistory that records significant events in its life:

EventTrigger
BecameNotableThe moment the tree was promoted
BondFormedAn elf formed a tree bond with this tree
SurvivedDroughtThe tree survived a period of zero moisture
ElfEventNearbyA significant elf event occurred near the tree

Source: crates/er-sim/src/sim/flora.rs, TreeHistory, TreeEvent.

Species Preference

Exposure and Affinity

Elves develop affinities for tree species through proximity. The species preference system runs every 50 ticks and checks a 3-tile Manhattan radius around each elf:

  • Base exposure: 50 ticks accumulated per cycle for each nearby species.
  • Aesthetic alignment bonus: If a species' aesthetic emphasis matches the elf's dominant aesthetic axis, exposure is doubled (100 ticks per cycle).
  • Preference threshold: A species becomes preferred after 200 ticks of accumulated exposure.
  • Maximum preferences: Each elf can prefer at most 2 species simultaneously.

Nature Inspiration

When an elf is near a preferred species, they receive +1 nature inspiration (soft-capped at 100). This stacks with other inspiration sources and creates a feedback loop: elves who spend time near trees develop preferences, which then make those trees more inspiring, which draws the elf back.

Source: crates/er-sim/src/sim/flora_systems.rs, species_preference_system.

Flora Beauty

Calculation

Each tree's beauty contribution is computed from four components:

ComponentRangeDetails
Base beauty0--4Inherent to the species, varies by composition role
Seasonal modifier-1 to +2Depends on the tree's current seasonal phase
Time-of-day bonus0 or +1+1 if current time matches the species' peak beauty phase
Aesthetic alignment-2 to +5How well the elf's aesthetic values align with the species

Total range: -2 to +12.

Base beauty by composition role:

Composition RoleBeauty RangeFamilies
Dominant2--4Heartwood, Ironbark, Windcatcher
Companion1--3Silverleaf, Needlespire, Weepwater, Thornweave
Ground0--2Mosswhisper

Seasonal modifiers:

PhaseModifierNotes
Full0Standard foliage
Budding-1Spring emergence
Fruiting+1Fruit/seed display
Shedding+2Autumn color bonus
Bare-1Leafless
Dormant-1Winter state

Aesthetic alignment scales with the species' base beauty. When an elf's dominant aesthetic axis aligns with the species' emphasis, the bonus is beauty + 1 (ranging from +1 to +5). A neutral elf receives no modifier. When the elf's aesthetics actively oppose the species' emphasis, the penalty is -(beauty / 2) clamped to at least -1 (ranging from -1 to -2).

This means a Heartwood tree (structure + tradition emphasis) looks significantly more beautiful to a structured, traditional elf than to an elf who values emotion and social freedom -- and vice versa for Windcatcher trees.

Source: crates/er-sim/src/sim/flora_systems.rs, flora_beauty_contribution; crates/er-sim/src/sim/flora_gen.rs, generate_aesthetic_lookup.

Flora Species

At world generation, 19 species are created across 8 families. Each family has a distinct growth form, leaf type, and aesthetic emphasis that determines how its species interact with elf culture.

FamilyCountGrowthLeaf TypeAesthetic EmphasisNotes
Heartwood3TreeBroadleaf DeciduousStructure + TraditionCanopy shade, forageable
Ironbark3TreeBroadleaf EvergreenStructure (highest)Canopy shade
Windcatcher3TreeBroadleaf DeciduousEmotion + SocialForageable
Silverleaf2TreeBroadleaf DeciduousEmotion (personal)
Needlespire2TreeNeedleStructure + TraditionCanopy shade
Weepwater2TreeBroadleaf DeciduousEmotion (highest)Forageable
Thornweave2ShrubBroadleaf DeciduousSocial (communal)Forageable
Mosswhisper2ShrubBroadleaf EvergreenTradition + Emotion

Within each family, individual species vary in soil preference, growth rate, beauty, and seasonal behavior. Species names are procedurally generated from family-specific adjective and core word pools (e.g., a Heartwood species might be "Silver Oak" or "Amber Maple").

Source: crates/er-sim/src/sim/flora_gen.rs, FAMILIES, generate_species_database.

Interactions

  • Tree Bonds -- notable trees form bonds with nearby elves, creating deep social connections to the landscape.
  • Seasons & Weather -- seasonal phase affects flora beauty modifiers. Shedding (autumn) is the most beautiful season; bare and dormant trees lose appeal.
  • Inspiration -- flora beauty and species preference both contribute to nature inspiration, which feeds into compositions.
  • Favorite Places -- when 3+ elves designate the same tile as a favorite place, any tree there becomes a notable flora promotion candidate.
  • Hydrology -- drought conditions (zero moisture) can trigger notable promotion for mature trees that survive.

Tips

  • Autumn is art season. The Shedding phase gives +2 beauty to all deciduous trees. Combined with aesthetic alignment, a traditional elf near a Heartwood tree in autumn can receive +11 beauty contribution. Schedule revels accordingly.

  • Match elves to trees. An elf's dominant aesthetic axis determines which species look beautiful to them. Structured elves thrive near Heartwood and Ironbark; emotional elves near Weepwater and Silverleaf. Check the Aesthetic Position panel to find good matches.

  • Species preference rewards loyalty. An elf near a preferred species gets +1 nature inspiration per check. Two preferred species cover more ground. Since aesthetic alignment doubles exposure gain, elves naturally prefer species that match their values -- but diverse exposure can build unexpected affinities.

  • Notable trees are landmarks. Once a tree becomes notable, it can form bonds with elves. Trees promoted through community significance (3+ favorite places) tend to be near the settlement center, making them natural gathering points. Trees promoted through drought survival may be in harsh locations but carry stories of resilience.